News Content Recap: Beyond - Chapter Four Livestream - Exploration and the Codex

No, I don't think so. I don't want to share anything until such time as I dock.

Which is exactly how it'll work if you listened to the live stream. Your data is shared -after- you hand it in, not before. It also won't be visible on the galaxy map, it'll only be visible to other Commanders when they go to those systems.
 
Pretty good. And this is just one part of what is coming. I think it at least explains why the rest of the year was so light on new stuff.
 
some reservations.<insert interesting="" thing="" of="" your="" choice="" here="">

you pretty wrote out much my own thoughts, good job! :D

some minor deviations/highlights:

- the scanning ui is not convincing at all. 'full screen' interface is indeed annoying. it would be perfect for multicrew where you have a crewmember dedicated to scanning, but it is isolating. i would prefer a mode like the srv scanner where you can work out scanning from the cockpit while still being aware of your surroundings.

it is also a bit cumbersome to have to 1. go into analytics mode, 2. then honk, 3. then pan around etc. i get the new mode will be shared by other activities (mining) but still, it's not optimal. that's just another button binding for nothing but devs convenience.

otoh if they had to go fullscreen then the spectral band, which is the most relevant element of the whole thing, could have gotten a lot more protagonism and be a lot nicer/bigger/clearer. it looks really flimsy in a lot of wasted ui estate.

still i would much prefer adopting the srv scanning interface style, having the spectral bar on the radar or some overlay, and maybe with some extra 'outside' overlays (similar to q4 asteroid sweepscan or nightvision) for gravity signals etc, and panning could be done with ship orientation if need be.

i noticed the distance slider got silently ditched (?).

i also hope the new orrery (which is awesome!) gets its own configurable bindings section, which the system map currently lacks (and has really bad settings for vr). 'logarithmic scale' suggestion is brilliant! :)

- about scanning (more like 'identifying') time, well that's 20min for 120 bodies! but yes, that's the big game changer. bult talking about extremely crowded systems it still remains to be seen how interpretable the spectral bar will be in them. plus the extremes, systems with lots of bodies of the same type, or different types closely together, etc ... and i'm not seeing that as a bad thing at all, it could be a challenging and rewarding 'skill' mechanic but it definitely changes the way systems are discovered. we just need to see how this works out in practice. which brings us to ...

- travellers, that horse unfortunatley was already. what there was before was really crude placeholder mechanic and gameplay based on such has just become obsolete. changes mean decisions, decisions inevitably cut some freedom away. they'll just have to suck it up and adapt, we've all been there several times in 4 years in one form or another. better focus on what the new system can offer, it is indeed far richer.

other than that, yes, overall quite good with much the same reservations.
for extra fun (or food for thought?), some selected adam woods quotes i picked up:

"since you are still playing this years after release ..."
"exploring uss"
"it's a funny feeling when you talk about feeling the lighting"
</insert>
 
I loved it all, only bit which I was disappointed with was the unlimited probes, even a qty of 1000 or 10000 would have been better. But unlimited, easy mode. It's a simulator, shouldn't it be realistic

Being out in the back should get harder the longer you are out there, as it would be in real life. If you need equipment to stay out there... then so be it

Honestly the fact they point out it's unlimited is far more annoying than it actually BEING unlimited. If it's going to be like that, just make it a non-issue, don't rub our face in a sideways eight.

I too would prefer a high ammo count (or heck, make it so it uses Plasma Slug technology like the rail gun modification, so that it ends up using a bit of fuel each time. Gets rid of synthesis issues, but makes us be careful about using it in a system without a scoopable star ;) ). But if infinite is the way to go, just remove the ammo listing altogether. It's not helping anyone.
 
My own "I wish they had added this" moment was that if they're recording the various places you've been in a session, they should set up a kind of "captains log" tab where you can take any of those events in recent history and elaborate on it via keyboard, which will automatically save the whole thing in a library for review. That way recent history is always recorded (and eventually forgotten if not needed) while you can keep a record of important stuff for easy access. Right now the only stuff that's being kept (it seems) is the in-game important stuff (recorded logs and special locations).
 
you pretty wrote out much my own thoughts, good job! :D
:) High praise! Thank you, sir.


otoh if they had to go fullscreen then the spectral band, which is the most relevant element of the whole thing, could have gotten a lot more protagonism and be a lot nicer/bigger/clearer. it looks really flimsy in a lot of wasted ui estate.
Heh, I already (briefly) mentioned this in other threads (Yes, I multi-posted; shoot me :p) where I tweaked this post but thanks for highlighting it here. Especially for VR there's a lot of small detail in this screen which should really be scaled up. Will have to try it in the beta I guess, but this is another concern I had from the initial reveal; was hoping it had been addressed since then.


still i would much prefer adopting the srv scanning interface style, having the spectral bar on the radar or some overlay, and maybe with some extra 'outside' overlays (similar to q4 asteroid sweepscan or nightvision) for gravity signals etc, and panning could be done with ship orientation if need be.
For sure; having it all much more integrated with the Ship HUD similar to the very excellent wave-scanner in the SRV would have been very nice indeed.

Only minor disagreement here is using the ship orientation - firstly it wouldn't be multi-crew friendly (although I personally don't care about that) and secondly it'd be tied to ship specs which would make it a lot slower overall.

- travellers

Eh, I'm not too fussed about this personally, I'm just amused/disappointed that FDev have gotten the feedback/concerns so totally wrong on this one. It was never about the money! Ditto about the fact it'll be much quicker to identify and scan ELW's etc - that's NOT THE POINT.

But anyway..

----

Bring on the beta!
 
Will the USS’s respawn if you come back into a system or, once they’ve timed out, they’re gone for good?

The impression from the livestream was that they're "persistent" (so yes, they'll respawn if you return to a system), until they time out, at which point they'll be gone for good.

I'm hoping they've thought about treating mission-specific USSs differently so that they either time-out when the mission itself times out, or they'll respawn.
 
Hi Commanders,

If you missed tonight's content reveal livestream or just wanted a recap of all the content discussed, read the notes below from designer Adam Bourke-Waite and Executive Producer Adam Woods.

Remember that all of these changes will be featured in the beta out in October and could be subject to change.

COMMUNAL DISCOVERIES

Thanks to feedback from the exploration community, we’ve made an important change in how exploration data will be shared across all Commanders.

Once any Commander has discovered and sold data about any stellar body, every single Commander’s ship computer will be updated no matter where you are in the galaxy, giving you the basic information for those bodies once you enter the system. This information is similar to the data you currently receive from an initial system scan; many populated systems will provide more data including the name of the bodies.

UPGRADED SCANNERS – FULL SYSTEM SCANNER

Opening up Analysis Mode will give you access to the new and improved tools that will allow you to fully explore a star system. The process is incredibly intuitive and engaging, and is best-described visually. With that in mind, if you are able to, please watch the gameplay demonstration from the Exploration livestream.

The process, in brief, is as follows (the following will be similar to the in-game help tools):

  • Initiating the Full Spectrum System will identify and analyse various signals from the system you are in
  • Once processed these are added to the Filtered Signal Analysis bar towards the bottom of the screen
  • At this point you will also be presented with the orbital plane of the system, many of the stellar bodies you are looking for will be located on, or near to, this plane
  • As you move the view of the system around, you will notice highlighted areas, these are signal fields. Investigate these fields to locate the source of the signals shown in the Filtered Signal Analysis
    [*]You can tune in to signals
    on the Filtered Signal Analysis bar.
  • Tuning into the correct region of the bar is essential when locating the source of signal fields in the system.
  • The further to the right of the bar you tune, the more intense the signals you are looking for. For example, larger objects such as Gas Giants have more intense signals, while smaller signals such as Unidentified Signal Sources are smaller.
  • When tuning, the signal patterns will appear on-screen. These patterns also represent the kind of signals that can be found in this region of the Filtered Signal Analysis.
  • As you move the reticule around the screen and get closer to a signal field, you will notice patterns appearing around the reticule.
  • If you are not correctly tuned into a signal these waveforms with appear scattered and random.
  • If you are very far from the correct tuning area, these waveforms will not appear at all.
  • When tuned correctly, the pattern will match those found above the Filtered Signal Analysis, and will be symmetrical, pointing towards the origin of the signal.
  • Once you get close enough to a signal, a circular marker will appear.
  • If the marker appears as a dotted circle you are not tuned to the signal correctly.
  • Once tuned, you can zoom in, this will locate the origin of the signal.
  • In more congested systems, it will zoom in to a secondary level where you can continue to search for the signal.
  • This process can occasionally require zooming in multiple times, your current zoom level is shown on the left hand of the screen. You can zoom out at any time.
  • Once you find the origin of signal, you can zoom into it and be presented with additional information.
  • As you find the signals, they are filtered out and a marker is added below the Filtered Signal Analysis.
  • Different signals or body types have different markers.
  • The system also tracks the percentage of stellar bodies that have been located in a system.

UPGRADED SCANNERS – DETAILED SURFACE SCANNER

Using the above tools will allow you to find everything in the system without having to fly towards it. If you find something worth investigating, whether that’s an Earth-like world or a mineral rich planetary ring, you can fly towards it and use the Detailed Surface Scanner to map the planet (or ring) and get a satisfying '100% completion' for mapping the body, as well as a bonus credit reward.

  • Commanders can fire probes that detonate in a low orbit around the stellar body.
  • The gravity and mass of a body affects the trajectory of the probe, and the on-screen information will adapt to help you aim your shots.
  • After receiving community feedback, these probes are unlimited and do not require synthesis to restock them.
  • These probes send out a wave that maps part of the surface.
  • If you fire a probe in to a ring around a planet it will highlight areas of a greater chance of containing a mining motherlode. We will be covering that in a future livestream.
  • To map an entire body, you will need to fire several probes at different locations on the body.
  • A horizon point indicator will help you know if you’re going to hit the front or back of the body, with a button that lets you toggle your view and see if you’ve hit the desired location.
  • Another indicator will also note if you are hitting a ring or miss the body entirely.
  • An efficiency bonus will be rewarded if you manage to map the body in a certain number of probes or less; that number appears clearly on-screen.
  • Once 90% of the body is mapped, it is considered complete.
  • If you are the first person to map a planet and sell the data, you will get a first-mapped bonus.
  • If you have mapped planet on which you’re able to land that contains points of interest such as Thargoid Imprints or Guardian Ruins, Settlements, or Wrecked Ships, they will appear as targetable markers. These markers are permanent and will remain on the planet for you, even if you leave the system and return.

OTHER THINGS TO FIND

  • Points of Interest - When using the Full System Scanner you will be able to track signals that are not stellar bodies. These other signals will display the location of Unidentified Signal Sources, Conflict Zones, and more. These signals are shown as dotted circles in order to differentiate them from stellar bodies. Once you zoom in on them (as detailed above), you will then be able to lock on to it in order to locate it in Supercruise.
  • Mission - Missions will now have specially coloured pips and markers to help you differentiate them from other signals.
  • Unidentified Signal Sources - In Beyond - Chapter Four Unidentified Signal Sources have also been updated. Rather than being a constantly spawning set of signals, the system now spawns an entire set of them when you arrive. These will remain in the system for a certain amount of time and Commanders will have a timer that indicates how long it is before they disappear. These signals will also persist when you leave for another system and come back, as long as it is within the visible timeframe.

LEAVING YOUR MARK AND MAKING MORE MONEY

As mentioned earlier, these new tools are engaging and intuitive to use, and you will be able to earn the same amount of credits as you currently can, at a faster rate. The first discovered bonus has been increased significantly, and First Mapped is a brand new way of making extra credits. If you are the first to discover a stellar body, or completely map a planet, your name will be listed as the person responsible for doing so.

If you are the first to fully discover and map the system to 100%, you will receive an additional bonus of credits.

MAPPING WITH FRIENDS

In Multi-crew, anyone in the crew will now have access to the Full System Scanner and the Detailed Surface Scanner (only the gunner is able to use this module). Whilst exploring in a wing, as long as you are in the same system as the wing, you will share the data you have discovered.

A NEW WAY OF LOOKING AT THINGS

The Orrery view is a new way of looking at a map of the system. This schematic view will display the relationship of orbits and position of the planets. It is a 3D representation of the system with wireframe planets and it is a fascinating way of seeing how the star system you’re exploring works.

THE CODEX

The Codex is a new way to track your findings and progress in the Elite Dangerous galaxy, as well as keep up to date with the lore and learn about the latest news.

Commander

The Commander page is where you can find information about your in-game statistics, a session log of your activity and an archive of audio and text logs.

  • Home Page - In the home page of the Commander section, you'll find a full length picture of your Holo-me avatar, your current Elite ranks and their progress and an overview of other quick reference Commander stats.
  • Session Log - The session log tracks certain in-game activities based on the already existing player journal.
  • Statistics - The statistics page is a neater, clearer and more concise way of displaying information that was previously found in the right-hand panel of your cockpit.
  • Archive - The archive is your very own library, a collection curated by your discoveries. Any audio and text log you uncover across the galaxy (such as those found from abandoned settlements, Generation ships and other points of interest) will be added here. Audio logs in the archive can also be added to your playlist for easy listening while out exploring in the black!

Discoveries

Within Discoveries section, the galaxy has been broken down in to 42 regions. Each region has information detailing the stellar bodies, geological/biological entities and civilisation contained within them.

Within each system, there are variety things for you to discover, such as stars, terrestrials and gas giants - and even more!
  • In each of these will be a list of types which you can select to view more information.
  • As you find new types within that system they will be added to The Codex.
  • There is also additional information such as the largest, smallest or the coldest stellar body found (for example).

The Codex also has ‘Rumoured’, ‘Reported’ and ‘Discovered’ states.

  • Rumoured - If an item is listed as rumoured that means there is a possibility of finding it within that region.
  • The Codex has been filled with ‘rumoured’ discoveries in each region to give you an initial breadcrumb trail to follow.
  • Reported - When a Commander finds the rumoured item in question, it then shows up as ‘reported’ in the Codex, and update everyone’s Codex . If you then find it, and scan it, that will then become ‘Discovered’ in your codex.
  • If you’re hoping to be an intrepid explorer and find things that haven't been discovered, you can - and set off that cycle of Rumoured, Reported, Discovered!

The 42 regions are huge, and there is a lot to be uncovered, the initial ‘rumoured’ items are just the very beginning in getting you exploring out in to the black.

While you’re out there making incredible discoveries and earning credits you’ll be inspiring other explorers to follow in your wake!

Knowledgebase

The Knowledgebase is your hub for brushing up on Elite Dangerous lore!

  • It contains articles detailing the history of the Superpowers, key figures and characters, organisations and other key powers within the galaxy.
  • It's also the place for information about the Thargoids and other articles of historic importance.
  • These articles are accompanied with vocal narration that can also be added to your playlist.

VISUAL IMPROVEMENTS

Due to the new in-game lighting system, Commanders will experience brighter stars, and darker deep-space.

  • We’ve also added colour grading that supports the feel of our different locations in space and enhances the mood of the gameplay.
  • You can now explore through the new volumetric fog effects in rings with striking god rays, and experience light diffusion through the thick nebulous clouds.
  • With a host of new scanning tools in exploration you’ll see plenty of new visual effects and an exciting new night vision pulse that will help you navigate on the dark sides of planets and in the darkest rings.

COCKPIT NAVIGATION IMPROVEMENTS

A new streamlined layout and a few key changes will make navigating the cockpit interface and in-game menus easier than ever!

  • Transactions - You are now able to apply filters to your transactions tab, so you will be able to isolate whether you want to see such things as your missions, passenger contracts, combat bonds, bounty claims and any fines or bounties you have incurred.
  • Contacts - Contacts now has a context sensitive button that allows quicker access to commonly used actions such as ignoring materials and commodities to scoop and requesting docking.
  • Target - We have streamlined the sub targets and cargo tabs in to one single location now called ‘Target’. After the relevant scans this will now show a target’s sub-targets and manifests (cargo, passengers etc).
  • Comms. Panel - The comms panel now includes a new social tab that encompasses any multi-crew options, any pending invites (wing, multi-crew, friends), and information on any online friends.
  • Squadrons - The Squadrons tab has been added. Please tune in to our later livestream on Squadrons to learn more about this.
  • Home - The ‘Home’ tab contains your ranking information, important information about balance, rebuy cost, notoriety and the ship you’re in. It contains quick access to various features such a GalNet, Holo-me, The Codex and Squadrons. The playlist quick play buttons are also contained in this tab.
  • Fire Groups - Fire groups are now assigned with letters rather than numbers to remove any confusion between fire groups and primary and secondary fire buttons.
  • Ship - The new contextual vehicle (SRV or ship) tab replaces the functions tab with ship functions, pilot preferences, and statistics for the vessel that you’re in.
  • Status - The new status tab now lists information on local system factions, your reputation with the super powers and the Power you are aligned with, a summary of your current session log, your financial information, and any permits you currently have access to.
  • Playlist - The new playlist tab allows you to create your own personalised playlists from the various audio content, including audio logs and GalNet news.

Tune in to our next livestream (on 25 October) centered around new Scenario Interactions and the Background Simulation changes coming in Beyond - Chapter Four!

Very cool!
 
When you follow a rumour, and it becomes reported, does the codex update straight away? or do you need to land at a starport before everyone else is aware of it?
 
I don't know if it's been addressed at all (I may have missed this part in the livestream), but does this new scanning system mean that you now get the discovered by tag when identifying the solar body or do you still need to go up and DSS? (regardless of whether you hurl probes at it)
 
I'm excited to see the changes for Exploration, they look like an improvement. One thing wasn't clear to me and this finding mission targets. Will I have to scan each body in a new system until I've found the one that holds my mission target? Or will there be a more immediate way of telling where I need to go?
 
minor disagreement here is using the ship orientation - firstly it wouldn't be multi-crew friendly (although I personally don't care about that) and secondly it'd be tied to ship specs which would make it a lot slower overall.

yes, agreed, but then it would have to be either panning through headlook (doesn't sound like a bad idea to me at a first glance, although we now how easily that can be hacked!!! :D) or, indeed a separate ui component like shown (although there would be other options besides fullscreen). anyhow it's probably way too late for such a change.

Eh, I'm not too fussed about this personally, I'm just amused/disappointed that FDev have gotten the feedback/concerns so totally wrong on this one. It was never about the money! Ditto about the fact it'll be much quicker to identify and scan ELW's etc - that's NOT THE POINT.

me neither. i'm not sure they got it totally wrong, it's just possibly the best compromise they could come up with (in this short timeframe), and the changes and explanation are more of a 'political' nature to show they are sensible than a genuine attempt to address the issue, which is actually very complex because imo the new concept is inherently incompatible with the old ways. preserving that 100% would probably have meant scrapping the whole thing and starting from scratch. which is obviously not realistic, that's why players need to 'suck it up'. ideally this should have gone through the 'focused feedback' process and then some solution would have been easier. but well, the bottom line here for me is that these changes have been a bit rushed and those 100+ devs weren't simply available at the time it would have mattered. there was no option to really change course, now. the new scanning screenshot is ... what ... a year old? this has been in a drawer for very long time and only recenty pulled out imo. too late now. all in all i see the change as positive.
 
Excellent stream and a whole lot to take in, some really good stuff to take in too.

My (constructive) crtiticisms were a few little aesthetic things really. The text for the number of bodies in system found/to be discovered is in huge lettering while everything else is really tiny (would prefer typefaces like that be more consistent?) and the isometric picture of the ship in the right panel, for me a front view would be more 'technical'. Isometiric is quite decorative looking, orthographic projection is less pretty but it's a ship systems thing. (There was a huge elite symbol somewhere that gave me a similar feeling)

I agree other people suggesting the infinite probes decision is understandable but would personally prefer a refill too, in fact I've been wishing lately I could just dump iron (as well as fuel ;))
If probes used fuel, could that kill two birds with one stone?

The orrery view is a great surprise. So if you'd like to add a timestamp, forward / rewind time button, so I can watch the planets orbit, to work out where they'll be in the year 5 billion, you can have all my babies!

Lastly the discovery system looks really cool though if it were at all possible I would prefer that to be a cockpit overlay rather than a whole new screen view, to keep situation awareness, one eye on the scanner and avoid crashing into stars and such. The starport services screen works really well imo but if it seems tricky, sliders on opacity might give (even) more in ship choices?

Overall though, big huge steps in good directions for me. Nice one. [up]
 
Last edited:
So I just watched it after waking up this morning, have come to work, and haven't had time to go through all the threads yet or review the write-ups or community reactions.

I do expect to find quite a few mountains of salt in the threads though just based on the discussion threads over the last few weeks and what was shown; we'll see... :)

TL;DR: Overall pretty good, but I have some reservations.

------

First impressions:

"Visuals"
* Will have to wait and see what it looks like in-game, but from the screen-shots, a lot of it looked like gamma increases (ie, it didn't just make the planets "pop", but also the skybox; the latter should not "pop" even more close to a star.)

* Night-vision; wow, overall looks great! Could have been done differently (eg, leverage the "landing radar" display and instead of night vision make it a computer-generated terrain map, so looking more abstract) but no real quibbles. Not sure why people are concerned about the SRV here; why wouldn't the SRV have it too? It wasn't mentioned either way...

"Honk"
* Wish we could "Honk" in the ship interface after changing modes but before bringing up the interface. Dislike the fact you always have to bring up a full-screen overlay (very jarring and especially bad for VR).
- this still leaves the old questions about what happens in populated systems unanswered. You're completely vulnerable to interdiction and completely lose environmental awareness.

* Love the fact pre-discovered systems populate the Nav Panel and System Map; at least as far as has been discovered already. Love the fact discoveries are shared when they are handed in now. Purely from an immersion perspective I'd still very much like a mini-NavBeacon to be deployed in these systems which _should_ have almost zero impact on performance. It'd also be nice if there was a galaxy filter for "discovered systems" but that likely -would- have a major performance impact so unlikely.

* FDev -really- missed the point of "Travellers". Travellers do NOT honk for credits (mostly), they honk to get a quick overview of the system to see whether or not it'll be interesting enough to spend more time in. But we knew this and we knew that FDev had completely missed the point here. It was more just stray hope that they had addressed this. Giving "honkers" more credits is almost completely pointless.

"Discovery Scanner"
* Overall really love what they presented, except that it's a full-screen interface. Really dislike these full-screen interfaces.

* FDev, again, totally missed the point of what people consider "interesting". Finding -specific- types of planets is only one type of interesting (and often just coupled to making money quickly), and this is the only use-case which has gotten a speed buff. Yes, we'll be able to quickly scan systems for ELW's etc, but we will NOT be able to quickly scan a system for interesting alignments or orbits or <insert interesting="" thing="" of="" your="" choice="" here="">.

* Very concerned about how it'll handle in VR. All that panning and zooming. The System Map and Galaxy Map are already quite nausea-inducing in VR. Will have to try it.

* 100-body system takes 20-ish minutes to scan at full speed. Hmm. So before I can see whether or not there's anything interesting in the system (other than specific types of bodies), I have to spend 20 minutes now. Bummer :(

"Probing"
* Overall mechanics looked great

* Disappointed about "unlimited" ammo; large ammo for sure (10's of thousands perhaps?), but would be nice to have to stop and restock occasionally (say every hundred systems?).

* Disappointed about "precise locations" - PLEASE consider limited search areas instead...

"System Map"
* Didn't see anything new except the Orrery?

* The Orrery is great! Thanks so much for adding it, completely unexpected addition!! :)
- Suggestion: Add a "Toggle logarithmic scale" button.

"Ship UI Changes"
* Overall looked pretty good.

* Will have to see how nicely it all plays with Voice Attack; tiny bit concerned about "context sensitive" menu items. Hope some of the new features will get dedicated hot-keys.

"Codex"
* From what we were shown: Great Stuff :)

------

So my take-away is that overall it's looking pretty good; yes, there are concerns, but we'll see how it all shakes out in the beta.

But I did get the strong impression that the lead guys don't really play the game, or at least, these aspects of it, in any great deal of depth. Andy saying "he'll relax on the couch and try exploring" is a case in point.

As always, it's fantastic to see that I am almost 100% on the same page with both you & Mengy :). You've said exactly what I have said.....only much, much better :).</insert>
 
Haven't watched the whole stream yet but some quick thoughts :

Firstly, it looks great on the whole, really good. If I don't mention it below it's because I'm liking what I see. Nice one FD

Travellers : it's not about the credits for many, it's about systems with interesting orbits and configurations.

Discovery UI: we need situational awareness while scanning

Probes: unlimited ammo is a good thing, If you decide to add a resource cost after feedback make it fuel for energy to create them, that way any current explorer will be fine.

Orrery: Yes :) and night vision, that's great.

Looking forward to the rest of the streams o7
 
No what? Nvidia promised.

Nvidia isn't saying what you think they are saying.

It "just works" in the sense that if you already have a DX12 engine using Nvidia middleware you can start dropping in RTX effects without having to handcraft everything, but this doesn't even remotely begin to imply that any given title will ever have any RTX effects just because you have an RTX capable part.

RTX cards have RTX drivers now, but there are still no RTX or DLSS games in the wild because these features have to be patched in to the titles in question and there are all sorts of pre-requisites. RTX is NVIDIA's flavor of DXR (part of DX12) or Vulkan's raytracing extensions. Elite: Dangerous is a DX11 game and it's not possible to implement RTX on DX11. Even if they did port the game to DX12, they'd still have to specifically integrate RTX features into the game, it wouldn't be automatic. DLSS has no such API dependency, but it needs to have a pre-compiled profile, provided by NVIDIA, for it to function.

Elite: Dangerous isn't going to see any RTX features at least until they make a DX12 or Vulkan version of the Cobra engine, which may not happen in ED's lifetime and even if it did, RTX support would not be guaranteed.
 
Back
Top Bottom